doc-moustache 2020-10-06 22:11
The download link doesn't work!
Foon → Ludum Dare Explorer → LD47 → St. Exton's Night
By aurel, linear, Thomas Kresge and angiekatneko
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 385 | 3.80 | 27 | |
| Fun | 757 | 3.37 | 26 | |
| Innovation | 593 | 3.52 | 26 | |
| Theme | 1290 | 3.06 | 25 | |
| Graphics | 204 | 4.24 | 29 | |
| Audio | 359 | 3.68 | 26 | |
| Humor | 462 | 3.15 | 21 | |
| Mood | 235 | 3.94 | 27 |
The download link doesn't work!
As previous commenter said, the download link seems to be broken!
Remember to make you games public on the Itch page.
Great graphics. You should also upload the jam version so we can more fairly rate your game.
Hey all; sorry for not responding. We were really burnt out after the jam and figured we'd just handle voting/rating in the last week, not realizing our link wasn't working for you guys. :\ The download link seems to work fine for me from my personal website so I am not sure why it wasnt working for yall. Either way we were planning on setting up an itch.io page eventually, so we just moved the content there. (@jk5000 you saw this literally while I was in the middle of updating the text on the page)
@jesus-gonzalez The jam rules allow us to make certain bug fixes but not adding new features. The only new "feature" we truly added post-jam was the title screen because we wanted to add some instructions/give credit to everyone who worked hard on the game. I've clarified the changes a bit better in the description but we left the gameplay as is. I can downgrade the project back and get you the original build if you want though
There's lots of janky camera movement with occlusion culling / bad animation logic / issues of balance that I'd love to see fixed, but maybe in a post-jam game. We had to cut a lot of our original plans of waves and spawners (which were partially implemented but not ready in time), and random placement of villagers/enemies, ghost attracting arrows, etc. We might tackle these in a proper post-jam version!
Nice :)
Wow, that's a bummer! I'm sure you can still get 20 ratings today tho, looks gorgeous. Is there any chance of a Mac or web build while you're at it? 😅
Very nice game :), Good luck and i love the Art!!
The itch page of the game is awesome, its very detailed and it helped me out with playing the game. It definitely has some nice looking visuals. The game is also kind halloweeny (if that's even a word lol), I mean its themed around evil spirits ain't it?
Lovely looking game with a great theme. Really big scope for such a short amount of time though haha. Nicely done but maybe a gameplay tutorial would be a bit more helpful to get to grips with the game.
Perhaps you should consider at least making the original build available as well? I think a lot of people will be uneasy rating a game that no-one has seen until an updated release three weeks later; it's just not fair to the other Jam participants. Even though your changes may be within the rules I think making available the build you originally uploaded would go a long way towards reassuring people that you're being as straight as you can be.
Good luck, and don't forget to be satisfied with your work even if you're not able to get enough ratings in time!
@ava-skoog There's a mac build on our itch.io page; I just hadn't updated the actual LD page with that submission.
Wow I loved the concept of this game! Art is amazing and I also love the cat! :) The game mechanic is cool and the all festival thing was very well told. Aiming is a bit too difficult and I think there is a bug after the first playthrough that you instant have max panic. Also I don't know if the game fits very well the game theme. Anyway, it was a very good entry, nice job!
@aurel: Aww, I tried it but it turns out it barely runs on my computer. 😿
First should just say that my pc isn't strong enough to properly run this (not your fault obviously). Had low framerate that made completing this too tough. BUT... I think I understand the game enough to still give a rating.
Overall, I loved it! Art was the major highlight, all of it oozes charm and style. Level design was really excellent, with great height variation and density of passages and alleyways to really give that city feel despite being a smallish area.
Gameplay loop seemed really well-designed and fun, though a bit more control over aiming would have been better (though that's at low fps, maybe its better balanced for stable fps). Love how many interlocking unpredictable elements there are to the gameplay, from the evil spirits to the villagers and then the ghosts. The chaos created from having to manage all those AI's is genuinely very fun and makes the whole world feel really alive, a really impressive feat for a game jam.
Would love to see this expanded upon with the rough edges sanded down (maybe some graphics options for low-end rigs too). Had a little idea too. I noticed some villagers chat to you too (a lovely detail) and thought how cool it would be to have a time system so you get a few mins before nightfall and the evil spirits come out, to collect arrows and chat with the villagers/take part in the festivities.
A very nice concept with beautiful art and music. The panic mechanic was really difficult to control and combined with the difficult aiming made the game a little too difficult and frustrating. I think making the normal ghosts more visible and adding a sort of minimap or tracker to help you find where you need to go would be really helpful. Even if I didn't win, I really liked exploring the map and jumping on the little vents. I also really liked the characters, animations, UI and sound effects and I think with some fixes and changes to the gameplay you have a pretty solid finished game! Well done!
Nice game but quite resource demanding.
i absolutely love the pastel rainbow color palette and aesthetic of this game. the main character design is super cute. i think the gameplay is fun and ties into the theme well. the music was super cool too! the UI was gorgeously designed too, i love the disjointed feeling of the soft beautiful colors of the "panic meter", with the creepy face and what the meter represents.
two pieces of feedback are that i felt it was rather hard to aim correctly when shooting the bad spirits, especially with no aiming reticle, and the green sprites that give you arrows are spread too far and thin, making it too punishing when i miss. i would have enjoyed the game more if i felt more free and empowered as the player to run around saving the townsfolk by shooting the bad spirits, instead of spending most of the time running around trying to hunt down ammo and getting really stressed out whenever i miss a shot.
if you could refine the gameplay so i spent more time running around shooting the bad spirits and saving the townsfolk, which is fun and cool, making it easier to aim, and having to spend less time running around trying to hunt down the scarce ammo, which ended up feeling more frustrating and annoying, rather than a "healthy stress", i think it would really improve the game. perhaps there could be more green sprites, closer to where the action is, and they could respawn, and/or making them give you more arrows when you touch them.
overall, it was still a really fun and beautiful experience to play this game! incredibly well done in such a short time frame!
Really cool game! Graphics looks very nice!
@sakura-magika Yeah, our aiming/shooting mechanic was really the weak part of the whole game. We do have a setting in the settings screen that allows you to toggle on a trajectory outline of where the arrow will hit, but unfortunately we didn't default it to on before uploading our final build.
There was so much rushing at the end that we pieced the level together, dropped some pickups, and more or less prayed that it was balanced. I think at one point the player started with 10 arrows, but it was too easy. Now, with 1 arrow, I personally feel it's too hard.
Ah well, it is what it is.